User talk:Doomreaver/Invasion
Here is all of the author commentary for this series. I wrote it in parts, so each part has it's own commentary. Feel free to leave comments of your own!
First Contact
Welcome to the XCom Project! I hope you enjoyed the first part. The idea started right after an attempt to run Ironman Classic difficulty where I lost half of my men in the first 3 missions (one in each of the first two, all four I sent in the third), or less then two weeks in game time. It was my own fault, as I made several critical mistakes that I knew better then to make. So I started from scratch and came up with the idea of naming the characters after the TSA and writing about it.
I nearly had a repeat of my last run on the first mission, getting Phil flanked by a Sectoid. Flanking gives ~50% extra chance to hit and crit. At this point in the game, a crit means instant death, and most shots have a base hit and crit chance of 25% or so, meaning Phil had a 1 in 4 chance of not being hit, and if hit only a 1 in 4 chance not to die. The shot missed entirely, and I was very happy that luck was with me for once.
One mission and one kill is enough to get a soldier enough experience to be promoted, so usually the first mission ends with 2 or 3 guys getting their specialization. It wasn't until the end of the mission that I realized Caroline Hardy got the killing blow on all 6 opponents. Sadly, no matter how badass, you can't get a Soldier promoted unless they meet Exp requirement and a certain number of missions completed. So I've got 1 Squaddie with an insane number of kills, and a bunch of Rookies feeling left out. Oh well. /Doomreaver
Girding for War
So this is my first part that is entirely invented by me. This game works on a sort of reverse difficulty, starting out hard when you have Rookie soldiers and no Alien tech. No in game event sparked this section, I just wanted to introduce the in game NPC's, point out how bad your starting position is, and highlight the fact that I was lucky to not lose anyone in the first mission.
Originally the first part mostly took from in game Cinematics to introduce the three NPC's, but then my beta reader pointed out how stilted that made it seem and made me realize it wasn't at all clear that most of them had just arrived. So I rewrote the whole thing, and am much happier with the result.
The second part in the Infirmary really didn't change at all. I picked Phil partially because I hadn't gotten in all the names for my men yet, and partially because it's Phil. In most of his self inserts he's the kind of guy who goes out of his way to check up on and help people, and from the start I had planned on giving him a lot of screen time because everyone knows who he is and I enjoy reading his stuff so much, so it just feels right. /Doomreaver
Midnight Run
This particular part ran across a lot of game mechanics that make little sense in real life. Firstly, it was the middle of the night, but I didn't even realize it until a few real-life days later while I was working on this part due to how bright nighttime is in game so you can see what's going on. Secondly, Vulpintaur got taken to 1 HP from his base HP of 5. Phil then used a medkit on him, and he was back up to 5 HP. Thus the part where he's severely wounded, but the miracle drug gets him back on his feet and he insists on providing cover fire. The game is not so silly as to eliminate recovery time due to medkits, so he'll be out of action for 2 in game weeks.
Phil once again proves his phenomenal luck. An Alien climbed up and around to drop next to him. Fortunately there where boxes between Phil and the Sectoid, so he wasn't flanked this time, but it was still only half cover and an extremely short distance, so it was amazing that he didn't get hit. Directly afterward I ruin it by trying to make him circle around to flank an enemy, only to realize that same ladder the ET used was closer then the long route, causing Phil to run over to it and run up it instead. This made him cross in front of an Alien on Overwatch, which means you fire on the first enemy to move in your field of view. Alas, his luck didn't save him and he got shot. It seems even a Rabbit's run out of luck eventually. /Doomreaver
The Biohazard
There is in fact a bar at XCom. You can see it in game! I decided on the name to it because it has a "Biohazard" sign on the side of the bar. This part took a while to write, because I consulted everyone who donated a character so they could decide their own backstory. Only Phil and Freya's creator took me up on that. Ironically, although it's a multinational organization, most of the characters are probably American due to the source material, so I made a point of specifying at least one foreigner.
Maximilian's backstory came from his eventual nickname "Matchlock", that he'll get if he survives to be promoted a few times. I wanted to connect him with old flintlocks to give a reason for his later nickname. Hawlsera, until this point, wasn't in the list of characters, but I knew from the start I'd want to include her because I really enjoy her writing, a TG soldier would make it feel more TSA, and her story occurred to me shortly after I thought to add her. Some of the delay was consultation on the details of modern day Transgender therapy and surgery, then having her read over it all to make sure I made no mistakes. /Doomreaver